I’m trying to have a script deactivate an object if the players too far, the numbers and the hierarchy say that it works however some objects while becoming active remain invisible. What going wrong here?
unity 2019.3.11
Want to show an example of what you’re talking about? How are you activating/deactivating objects? Are you just calling SetActive() on the game objects? Or are you setting ‘enabled’ on individual components?
Are you using LOD at all for your renderers, such that perhaps some far-away objects are being culled? Or using occlusion culling in your scenes?
Anyway, how about a screenshot and some code?
Yes im using SetActive()